用射线与平面进行相交。
此函数设置 enter
为沿射线的距离,其中与平面的交点。如果射线平行于平面,函数返回 false
并将 enter
设置为零。如果射线指向与平面相反的方向,函数返回 false
并将 enter
设置为沿射线的距离(负值)。
//This script detects mouse clicks on a plane using Plane.Raycast. //In this example, the plane is set to the Camera's x and y position, but you can set the z position so the plane is in front of your Camera. //The normal of the plane is set to facing forward so it is facing the Camera, but you can change this to suit your own needs.
//In your GameObject's Inspector, set your clickable distance and attach a cube GameObject in the appropriate fields
using UnityEngine;
public class PlaneRayExample : MonoBehaviour { //Attach a cube GameObject in the Inspector before entering Play Mode public GameObject m_Cube;
//This is the distance the clickable plane is from the camera. Set it in the Inspector before running. public float m_DistanceZ;
Plane m_Plane; Vector3 m_DistanceFromCamera;
void Start() { //This is how far away from the Camera the plane is placed m_DistanceFromCamera = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, Camera.main.transform.position.z - m_DistanceZ);
//Create a new plane with normal (0,0,1) at the position away from the camera you define in the Inspector. This is the plane that you can click so make sure it is reachable. m_Plane = new Plane(Vector3.forward, m_DistanceFromCamera); }
void Update() { //Detect when there is a mouse click if (Input.GetMouseButton(0)) { //Create a ray from the Mouse click position Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//Initialise the enter variable float enter = 0.0f;
if (m_Plane.Raycast(ray, out enter)) { //Get the point that is clicked Vector3 hitPoint = ray.GetPoint(enter);
//Move your cube GameObject to the point where you clicked m_Cube.transform.position = hitPoint; } } } }
其他资源:Physics.Raycast。